The characters, viewed this time from a first-person point of view, seem even closer than in CDP Red’s previous projects – you can touch them, sit down next to them at a bar and down a glass of whiskey together, reminiscing on friends gone by. It’s easy to become authentically attached to them, and the game cleverly develops these relationships, first connecting with players and then betraying them.
A few scenes in Cyberpunk have stuck in my memory, but none more so than the ones that are so difficult to pull off in a computer game – the ones that are friendly and intimate. An evening spent with friends around a campfire. A coffee that a friend meant to prepare for us in the evening, but forgot until the morning, so we drink it whilst watching the toxic yet beautiful waves in the lake outside of town. A toast at the wake of a friend who died for no reason. Everything is interwoven harmoniously – well-written dialogues, animated faces and gestures, the actor’s voices, showing the body of our protagonist, which helps us better identify with them… interacting with the game’s characters, next to the size and detail of the city, will certainly be one of the fondly remembered aspects by those who are inspired by Cyberpunk in future games.
This all came out wonderfully – but there are other elements in Cyberpunk that did not. The game’s creators didn’t want to limit themselves in any way, and they included mechanics that could have been split up into a few different games. When we fight opponents, we can attack from a distance, firing from our rifles, or rush them with superspeed and mechanically augmented legs, using knives inserted under our skin – or hide in the shadows and surprise them one by one, or hack into the cybernetic system connected to their brains and bodies… To create a good game based on each of these concrete styles, you have to think about the specific spaces fights occur in and enemy behaviours that adapt to the player’s choices.
Creating a game where you can make use of each style at will is incredibly difficult – few pull it off. An example would be the Dishonored collection by Arkane. No one has managed it in an open world. The result – although the Cyberpunk mechanics have incredible potential – is far from perfect. One of the problems is the opponents, who are able to shoot accurately when they see us, but when we hide behind a corner, they wander aimlessly and are easily hacked – since all it takes is leaning out for a second. To create a more interesting experience, I would wander out into the open, and the fight would once more become exciting.
After playing Cyberpunk, I thought back to different games where I had a similar experience – a fascinating world, story and characters, as well as incomplete mechanics and ambitions, glitches that made gameplay difficult. It turned out that the closest example was the 1999 Deus Ex (which Cyberpunk pulls from) and Vampire the Masquerade: Bloodlines from 2004. In Deus Ex, the opponents, to put it kindly, also didn’t show the greatest intelligence, and it was often easy to beat them due to their lack of capabilities. Bloodlines, on the other hand, was full of small and great technical errors, sneak and fight mechanics were simply horrible, and one of the final bosses was impossible to beat without cheats because he was added to the game in a great hurry, since the premiere was approaching.
Both Deus Ex and Bloodlines are now iron-clad classics, a template for future generations. Another case of excessive ambitions is the series STALKER, likewise a cult classic. They were made in a time when high-budget games were more ambitious and pointless than the ones now – sometimes they chased so many ideas, they couldn’t keep up with them all.
Sure, I’m aware of all the faults – but these are the games I like the most.